#ifdef FSHIGHPRECISION
  precision highp float;
#else
  precision mediump float;
#endif

varying float v_Discard;
varying vec4 v_Color;
varying vec2 v_TextureCoordinate;
uniform sampler2D u_texture;


void main()
{	
	#ifdef DIFFUSEMAP
	  if(v_Discard!=0.0)
         discard;
	  gl_FragColor=texture2D(u_texture,v_TextureCoordinate)*v_Color;
	#else
	  gl_FragColor=vec4(0.0);
	#endif
}